Difference between revisions of "Street Fighter Zero 2'"
From Sega Retro
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Bushin Izuna Drop | {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc, with stronger punches traveling further. This maneuver can be interrupted at any time by pressing {{punch}}: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).}} | {{MoveListRow | Bushin Izuna Drop | {{QCF}} {{punch}} | Guy curls into a ball and leaps across the screen in an arc, with stronger punches traveling further. This maneuver can be interrupted at any time by pressing {{punch}}: if he is next to his opponent, he performs a body slam (Bushin Izuna Otoshi); otherwise, he performs an elbow drop (Izuna no Hiji Otoshi).}} | ||
− | {{MoveListRow | Dashing Crescent | {{QCF}} {{kick}} | Guy runs towards his opponent, | + | {{MoveListRow | Dashing Crescent | {{QCF}} {{kick}} | Guy runs towards his opponent. While running, he can stop short by pressing {{LK}} (Kyuuteishi), do a sweep kick by pressing {{MK}} (Kage Sukui), or do a jumping turnaround kick by pressing {{HK}} (Kubikari).}} |
{{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}} | {{MoveListRow | Whirlwind Kick | {{QCB}} {{kick}} | Guy jumps into the air and spins around an axis with his leg extended. It is similar to the Hurricane Kick performed by Ryu and Ken but has more vertical jump height (with stronger kicks flying higher).}} | ||
{{MoveListRow | Houzantou | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder. He charges further when a stronger button is used.}} | {{MoveListRow | Houzantou | {{QCB}} {{punch}} | Guy crouches and spins around, then charges at his opponent with his shoulder. He charges further when a stronger button is used.}} | ||
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{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}} | {{MoveListRow | Wall Jump | D-Pad in the opposite direction when jumping onto the edge of the screen | Guy can jump off the edges of the screen.}} | ||
+ | {{MoveListRow | Bushin Gokusaken | {{LP}} {{MP}} {{HP}} {{HK}} | Guy performs his multi-hit combo from ''[[Final Fight]]'': a backfist, an underhand punch, an elbow strike, and a hop kick that knocks the opponent away.}} | ||
{{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}} | {{MoveListRow | Hiji Otoshi | {{down}}+{{MP}} in midair | Guy thrusts downward with an elbow.}} | ||
{{MoveListRow | Kubi Kudaki | {{right}}+{{MP}} | Guy smashes downward with an elbow, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Kubi Kudaki | {{right}}+{{MP}} | Guy smashes downward with an elbow, hitting up to two times. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ken focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}} | ||
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards. | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ken rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used, and Ken has a flaming fist when the move is performed with {{HP}}.}} |
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken moves forward through the air while spinning around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{HK}}. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ken moves forward through the air while spinning around an axis with his leg extended, potentially hitting his opponent up to five times if performed with {{HK}}. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | ||
{{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}} | {{MoveListRow | Zenpou Tenshin | {{QCB}} {{punch}} | Ken rolls forward. He rolls farther when a stronger button is used. This move can pass through opponents (if close enough) but not attacks.}} | ||
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Gen has two fighting stances with entirely different movesets that he can switch between at any time. | Gen has two fighting stances with entirely different movesets that he can switch between at any time. | ||
− | The Mantis stance is a more defensive stance with faster but lighter attacks. | + | The Mantis stance is a more defensive stance with faster but lighter attacks. He can chain light attacks into hard attacks in this stance. |
{{MoveListTable | desc=Special moves (Mantis stance) | bordercolor=#0000c0 | | {{MoveListTable | desc=Special moves (Mantis stance) | bordercolor=#0000c0 | | ||
{{MoveListRow | Ansatsu Ken: Ki-ryuu | All three {{kick}} simultaneously | Gen changes to his Crane stance.}} | {{MoveListRow | Ansatsu Ken: Ki-ryuu | All three {{kick}} simultaneously | Gen changes to his Crane stance.}} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Sakura shoots a fireball. If the player presses {{punch}} once, a small fireball is fired that travels three-quarters the width of the screen. If the player presses {{punch}} twice, a larger fireball is fired that travels half the width of the screen. If the player presses {{punch}} three times, a very large fireball is fired in front of Sakura that dissipates after moving only a slight distance.}} | ||
− | {{MoveListRow | Shouoken | {{DPF}} {{punch}} | Sakura | + | {{MoveListRow | Shouoken | {{DPF}} {{punch}} | Sakura runs forward, then jumps in the air with a spinning uppercut that knocks her opponent over. She dashes a longer distance when a stronger button is used.}} |
{{MoveListRow | Shunpuu Kyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when a stronger button is used.}} | {{MoveListRow | Shunpuu Kyaku | {{QCB}} {{kick}} | Sakura jumps into the air and spins around an axis with her leg extended, moving forward in an arc. The move covers more distance when a stronger button is used.}} | ||
− | {{MoveListRow | Sakura Otoshi | {{DPF}} {{kick}} | Sakura leaps high into the air with her arms and legs back. This move can be followed up with {{punch}} to perform a knifehand strike with both hands as she is landing | + | {{MoveListRow | Sakura Otoshi | {{DPF}} {{kick}} | Sakura leaps high into the air with her arms and legs back. She jumps higher when a stronger button is used. This move can be followed up with {{punch}} to perform a knifehand strike with both hands as she is landing.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
{{MoveListRow | Flower Kick | {{right}}+{{MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}} | {{MoveListRow | Flower Kick | {{right}}+{{MK}} | Sakura performs a wide overhead kick. This is an overhead strike that can hit characters who are crouch blocking.}} | ||
− | |||
}} | }} | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
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| desc=One of the boss characters from ''Final Fight''. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods. | | desc=One of the boss characters from ''Final Fight''. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Patriot Circle | {{QCF}} {{punch}} | Rolento | + | {{MoveListRow | Patriot Circle | {{QCF}} {{punch}} (up to 3 times) | Rolento slides forward while twirling his staff around in his hand. This move can be performed up to three times in quick succession, and the third hit knocks the opponent over.}} |
{{MoveListRow | Mekon Delta Air Raid | {{QCB}} {{punch}} | Rolento rolls backwards. He rolls farther when a stronger button is used. If the player presses {{punch}} again before he finishes his roll, he launches himself across the screen while swinging his staff downward. He launches himself further when a stronger button is used.}} | {{MoveListRow | Mekon Delta Air Raid | {{QCB}} {{punch}} | Rolento rolls backwards. He rolls farther when a stronger button is used. If the player presses {{punch}} again before he finishes his roll, he launches himself across the screen while swinging his staff downward. He launches himself further when a stronger button is used.}} | ||
− | {{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down.}} | + | {{MoveListRow | Mekon Delta Escape | {{QCB}} {{kick}} | Rolento jumps back to the corner of the screen and then drops back down. He can attack on his way down.}} |
{{MoveListRow | Mekon Delta Attack | All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.}} | {{MoveListRow | Mekon Delta Attack | All three {{kick}} simultaneously | Rolento performs a backflip. If the player presses {{punch}} again before the backflip is over, he rolls forward in a ball (with the distance depending on the strength of the punch used), which hurts opponents that he rolls into.}} | ||
− | {{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento jumps high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{ | + | {{MoveListRow | Stinger | {{DPF}} {{kick}} | Rolento jumps high into the air. Pressing {{punch}} or {{kick}} before he lands throws a knife at an angle. The angle depends on the button used, with {{LP}} and {{LK}} being the closest to horizontal, {{LP}} and {{LK}} being the closest to 45°, and {{HP}} and {{HK}} being the closest to vertical.}} |
}} | }} | ||
{{MoveListTable | desc=Command normals | | {{MoveListTable | desc=Command normals | | ||
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{{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}} | {{MoveListRow | Flying Body Attack | {{down}}+{{HP}} while jumping diagonally | Zangief drops with a body press.}} | ||
{{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{down}}+{{MK}} while jumping diagonally | Zangief falls with his knees forward.}} | {{MoveListRow | Double Knee Drop | {{down}}+{{LK}} or {{down}}+{{MK}} while jumping diagonally | Zangief falls with his knees forward.}} | ||
− | {{MoveListRow | | + | {{MoveListRow | Dynamite Kick | {{downleft}}+{{MK}} | Zangief does a low kick.}} |
+ | {{MoveListRow | Russian Kick | {{downleft}}+{{HK}} | Zangief does a low kick that sweeps his opponent.}} | ||
{{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{down}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}} | {{MoveListRow | Kuuchuu Headbutt | {{up}}+{{MP}} or {{down}}+{{HP}} during neutral jump | Zangief performs a headbutt in midair.}} | ||
}} | }} | ||
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| desc=A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power. | | desc=A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}.}} | + | {{MoveListRow | Soul Reflect | {{QCB}} {{punch}} | Rose whips her scarf down in front of her. If it hits an opponent, it does damage directly, but it can also be used to absorb projectiles with {{LP}} or reflect them back toward her opponent with {{MP}} or {{HP}}. Absorbed projectiles increase Rose's Super Combo gauge and increase the damage of her next Soul Spark.}} |
{{MoveListRow | Soul Spark | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Soul Spark | {{HCF}} {{punch}} | Rose lashes her scarf straight out as a soul sphere shoots down it. The projectile moves faster when a stronger button is used.}} | ||
{{MoveListRow | Soul Throw | {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}} | {{MoveListRow | Soul Throw | {{DPF}} {{punch}} | Rose jumps upward at a diagonal angle. If she intercepts an airborne opponent, she grabs and throws them down to the ground.}} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Tiger Shot | {{QCF}} {{punch}} or {{kick}} | Sagat punches into the air, shooting a crescent-shaped projectile across the screen. If performed with {{punch}}, he shoots a high shot while standing; if performed with {{kick}}, he shoots a low shot while kneeling. The projectile moves faster when a stronger button is used.}} | ||
− | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards. | + | {{MoveListRow | Tiger Blow | {{DPF}} {{punch}} | Sagat rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}} |
{{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over. The move covers more horizontal distance when a stronger button is used.}} | {{MoveListRow | Tiger Crush | {{DPF}} {{kick}} | Sagat jumps forward, ramming his opponent with his knee, hitting up to two times and knocking his opponent over. The move covers more horizontal distance when a stronger button is used.}} | ||
}} | }} | ||
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{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.}} | ||
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. The projectile moves faster when a stronger button is used.}} | ||
− | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks | + | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}} |
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards. | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}} |
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | ||
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throw them with {{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}} | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throw them with {{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}} | ||
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{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}} | {{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}} | ||
− | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a low Gou | + | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}} |
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | ||
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{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
{{MoveListRow | Psycho Shot | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.}} | {{MoveListRow | Psycho Shot | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega throws a fireball across the screen. The projectile travels slightly farther when a stronger button is used.}} | ||
− | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking down with each leg. The move covers more horizontal distance when a stronger button is used.}} | + | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking down with each leg, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.}} |
{{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}} | {{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}} | ||
{{MoveListRow | Skull Diver | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}} | {{MoveListRow | Skull Diver | Hold {{down}} for 2 seconds, then {{up}}+{{punch}} | Vega flies into the air toward his opponent. This move can be followed by {{punch}} to dive his opponent with a fist infused with psycho power, which can be aimed with {{left}} and {{right}}.}} | ||
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{{MoveListRow | Gadouken | {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.}} | {{MoveListRow | Gadouken | {{QCF}} {{punch}} | Dan focuses his energy and throws a very short-ranged fireball directly in front of him with a single hand. The projectile travels slightly farther when a stronger button is used.}} | ||
{{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}} | {{MoveListRow | Kouryuuken | {{DPF}} {{punch}} | Dan rises off the ground while punching upwards, knocking down his opponent on impact. He ascends higher when a stronger button is used.}} | ||
− | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of | + | {{MoveListRow | Dankuukyaku | {{QCB}} {{kick}} | Dan leaps forward and performs a sequence of kicks in midair. He performs a knee strike with {{LK}}, a knee strike and a kick with {{MK}}, and a knee strike and two kicks with {{HK}}. This move can be performed in midair.}} |
{{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}} | {{MoveListRow | Zenten Chouhatsu | {{QCF}} {{Taunt}} | Dan rolls forward, then performs his taunt.}} | ||
{{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}} | {{MoveListRow | Kouten Chouhatsu | {{QCB}} {{Taunt}} | Dan rolls backwards, then performs his taunt.}} | ||
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{{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Hadouken Fireball | {{QCF}} {{punch}} | Ryu focuses energy through his palms and fires a surging punch across the screen. The projectile moves faster when a stronger button is used.}} | ||
{{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Ryu shoots a flaming variant of the Hadouken, which can knock over opponents in close range. The projectile moves faster when a stronger button is used.}} | ||
− | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards. | + | {{MoveListRow | Dragon Punch | {{DPF}} {{punch}} | Ryu rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}} |
{{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | {{MoveListRow | Hurricane Kick | {{QCB}} {{kick}} | Ryu moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | ||
{{MoveListRow | Hadou no Kamae | {{QCF}} {{Taunt}} | Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.}} | {{MoveListRow | Hadou no Kamae | {{QCF}} {{Taunt}} | Ryu performs the motion for a fireball but does not fire one. The purpose of this move is to confuse opponents. The recovery time for this move is much faster than a real fireball.}} | ||
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{{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.}} | {{MoveListRow | Gou Hadouken | {{QCF}} {{punch}} | Gouki focuses energy through his palms and fires a surging punch across the screen, which knocks over opponents in close range. The projectile moves faster when a stronger button is used.}} | ||
{{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession. The projectiles move faster when a stronger button is used.}} | {{MoveListRow | Zankuu Hadouken | {{QCF}} {{punch}} in midair | Gouki shoots a single-handed Hadouken at a diagonal angle downward in midair. He can fire a second fireball by pressing {{punch}} again in quick succession. The projectiles move faster when a stronger button is used.}} | ||
− | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which knocks | + | {{MoveListRow | Shakunetsu Hadouken | {{HCF}} {{punch}} | Gouki shoots a flaming variant of the Hadouken, which hits multiple times and knocks down opponents on impact. The projectile moves faster and hits more times when a stronger button is used.}} |
− | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards. | + | {{MoveListRow | Gou Shouryuuken | {{DPF}} {{punch}} | Gouki rises off the ground while punching upwards, knocking down his opponent on impact. The move ascends higher and hits more times when a stronger button is used.}} |
{{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | {{MoveListRow | Tatsumaki Zankuukyaku | {{QCB}} {{kick}} | Gouki moves forward through the air while spinning around an axis with his leg extended, tossing his opponent into the air to potentially hit again. This move can be performed in midair. The move covers more horizontal distance when a stronger button is used.}} | ||
{{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throw them with {{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}} | {{MoveListRow | Hyakki Shuu | {{QCF}} {{upright}} {{punch}} | Gouki somersaults forward. He performs a sliding sweep when he lands. Alternatively, the move can be followed up with {{punch}} for a palm strike or {{kick}} for a falling kick. When Gouki is near his opponent, he can throw them with {{punch}} or {{kick}} instead. He somersaults further when a stronger button is used.}} | ||
Line 685: | Line 686: | ||
{{MoveListTable | desc=Super Combos | | {{MoveListTable | desc=Super Combos | | ||
{{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}} | {{MoveListRow | Messatsu Gou Hadou | {{HCB}} {{HCB}} {{punch}} | Gouki fires a version of the Gou Hadouken Fireball that can hit his opponent multiple times.}} | ||
− | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a low Gou | + | {{MoveListRow | Messatsu Gou Shouryuu | {{QCF}} {{QCF}} {{punch}} | Gouki performs a low Gou Shouryuuken, then a high Gou Shouryuuken. He does two low Gou Shouryuukens at level 3.}} |
{{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | {{MoveListRow | Tenma Gou Zankuu | {{QCF}} {{QCF}} {{punch}} in midair | Gouki fires a larger, more powerful Zankuu Hadouken at his opponent.}} | ||
{{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | {{MoveListRow | Shun Goku Satsu | {{LP}} {{LP}} {{right}} {{LK}} {{HP}} (at max level) | Gouki glides to his opponent, then performs a series of attacks that cannot be seen as the screen flashes white. The Super Combo gauge must be at level 3 to perform this move.}} | ||
Line 846: | Line 847: | ||
| desc=A version of Vega more closely resembling his ''Street Fighter II'' moveset. He loses his Psycho Shot projectile but regains Psycho Crusher as a special move (rather than a Super Combo). He cannot air block or use Super Combos. | | desc=A version of Vega more closely resembling his ''Street Fighter II'' moveset. He loses his Psycho Shot projectile but regains Psycho Crusher as a special move (rather than a Super Combo). He cannot air block or use Super Combos. | ||
{{MoveListTable | desc=Special moves | | {{MoveListTable | desc=Special moves | | ||
− | {{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy. He travels further when a stronger button is used.}} | + | {{MoveListRow | Psycho Crusher | Hold {{left}} for 2 seconds, then {{right}}+{{punch}} | Vega spirals toward his opponent while infused with psycho energy, which knocks down his opponent on impact. He travels further when a stronger button is used.}} |
− | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking. The move covers more horizontal distance when a stronger button is used.}} | + | {{MoveListRow | Double Knee Press | Hold {{left}} for 2 seconds, then {{right}}+{{kick}} | Vega leaps forward while kicking, which knocks down his opponent on impact. The move covers more horizontal distance when a stronger button is used.}} |
{{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}} | {{MoveListRow | Head Press | Hold {{down}} for 2 seconds, then {{up}}+{{kick}} | Vega flies into the air and stomps his opponent's head. After bouncing off his opponent's head, he can dive down again with a fist infused with psycho power (Somersault Skull Diver) by pressing {{punch}}, which can be aimed with {{left}} and {{right}}.}} | ||
}} | }} |
Revision as of 17:34, 15 May 2024
- For the original release, see Street Fighter Alpha 2.
Street Fighter Zero 2' | ||||||||||
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System(s): Sega Saturn | ||||||||||
Publisher: Capcom | ||||||||||
Developer: Capcom | ||||||||||
Original system(s): Capcom CPS-2 | ||||||||||
Sound driver: SCSP (1 track) | ||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1] | ||||||||||
Number of players: 1-2 | ||||||||||
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Street Fighter Zero 2' (ストリートファイターZERO2′), or Street Fighter Zero 2 Dash is an updated version of Street Fighter Alpha 2. Originally released as part of Street Fighter Collection, the game was re-released separately in Japan under the Satakore label in 1998. In the West, this game is usually known as Street Fighter Alpha 2 Gold.
Contents
Gameplay
The game is a one-on-one fighting game and mostly identical to Street Fighter Zero 2. It includes a new secret character, Cammy (as she appeared in X-Men vs. Street Fighter), selectable only in the Versus and Training modes. In addition to the EX characters from the base game, EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega are present (and all EX characters have been made easier to select). A Gouki Mode has been added where the player faces Shin Gouki without needing to unlock him. However, the Saturn-exclusive Illustrations feature has been removed. Some characters have new moves and Super Combos. Original Combos are now executed by pressing a punch and kick button of the same strength simultaneously, and Zero Counters now cost one and a half levels of the Super Combo gauge. The soundtrack has been revised, and there are minor visual changes such as changing the color of lost life in the vitality gauges from red to blue.
Characters move with and and crouch with . They jump with and flip back and forth with and . Punches are done with (jab), (medium), and (fierce). Kicks are done with (short), (medium), and (roundhouse). Light attacks are faster and hard attacks deal more damage. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt once per round with +, which is a short animation during which the character is vulnerable to attack.
Throws and grabs are done by holding or when next to an opponent and pressing a medium or hard punch or kick button. Different characters have different throws available to them, and some characters can throw in midair. Throws cannot be blocked, but a player can reduce the damage taken from a fall by likewise holding or and pressing a medium or hard punch or kick button. It is also possible to roll on the ground after falling from a throw or other attack by pressing P (or P if facing left).
Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Characters can also block in midair but cannot air block against normal attacks from an opponent that is standing on the ground and cannot air block after performing an attack in the air. Special moves still do a small amount of "chip damage" if blocked. Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way. In addition, players can perform a special counterattacking technique called a Zero Counter (Alpha Counter in the Western versions) after blocking an opponent's attack, which interrupts the blocked attack at the cost of one and a half levels of the Super Combo gauge. Each character has two Zero Counters, one executed with punch and one executed with kick.
Characters have a Super Combo gauge that fills as the character performs regular and special techniques or takes damage. When the gauge reaches level 1 or higher, the player can perform a Super Combo technique, which is a more powerful version of a special attack, using a button combination that is slightly more complex than those used by special moves. The number of punch or kick buttons pressed simultaneously when performing a Super Combo determines the strength of the attack and thus the number of levels that are consumed, with higher levels hitting more times and doing more damage. Pressing is equivalent to pressing all three punch buttons simultaneously, and pressing is equivalent to pressing all three kick buttons simultaneously. The Super Combo gauge carries over between rounds (but not between battles).
If the Super Combo gauge is at least level 1, the player can initiate an Original Combo (Custom Combo in the Western versions) by pressing a punch and kick button of the same strength simultaneously. This causes the character to move faster, with attacks performed much more quickly and with much less recovery time, while the Super Combo gauge quickly drains. The player can then perform any series of basic and special moves to create an Original Combo until the Super Combo gauge is completely exhausted. The character cannot block or move backwards during the Original Combo. Charge moves can be performed without charging (for example, the player only needs to press P for a Sonic Boom). The character can be hit out of the combo early, but the Original Combo has a brief period of invulnerability when it is initiated (which is longer when the Super Combo gauge is at a higher level).
Modes
The following game modes are available:
- Arcade Mode: The single-player mode consists of eight matches against computer-controlled opponents, including a final opponent whose identity depends on the player's selected character. Each character also has a secret rival that they can face during the course of the single-player mode if the player finishes at least five rounds with a Super Combo or a Custom Combo and does not lose a match before the sixth battle. When these requirements are met, the rival interrupts the player's next match and fights the player's character after a short dialogue scene. With Gouki now a regular character, a more powerful version of the character dubbed Shin Gouki replaces him as a secret opponent, fought before the final opponent if certain requirements are met. The game ends if the player loses a match but can be continued an unlimited number of times. A second player can join the game to challenge the other player to a fight by pressing START , with the victor continuing in the tournament.
- Versus Mode: A two-player versus mode where two players can choose any character and a handicap and fight each other.
- Training Mode: A practice mode where the player can select any character and any opponent. The opponent cannot be defeated, and the player's Super Combo gauge can be set to any level and automatically replenishes after it is used. The opponent can be set to stand, crouch, or jump. There is a recording feature that records the player's actions and plays them back.
- Survival Mode: A single-player mode where the player chooses a character and tries to defeat every character in the game (besides hidden characters) with a single vitality bar. Some vitality is replenished after each round, depending on the player's score.
- Gouki Mode: A single-player mode where the player chooses a character and fights a single match against Shin Gouki.
There are eight difficulty levels for computer-controlled opponents. The game saves high scores to the console's internal memory.
There are two game speeds, Normal and Turbo, and two playing styles that can be selected after choosing a character, Normal and Auto. Auto differs from Normal in that the character automatically guards against a limited number of attacks (provided the character is not in the middle of performing an attack). Auto also limits the player to a maximum of one Super Combo gauge level, but in turn, it allows the player to perform an instant Super Combo by pressing a punch and kick button of the same strength simultaneously (using a different Super Combo for the light, medium, and hard buttons, initiating a Original Combo if the character only has two Super Combos).
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
TAUNT | Taunt |
Playable
Most of the characters are unchanged from Street Fighter Zero 2. Guy, Dhalism, and Sagat gain new Super Combos. Ryu regains his flaming fireball, and Sakura gains a leaping attack.
Originally appeared in: Street Fighter
Rival battle: Sakura
Final battle: Gouki
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Ryu | |||||||||||||||||
After defeating Sagat in the first Street Fighter tournament, Ryu goes on another journey when he hears rumours of a martial artist who uses a mysterious power. | ||||||||||||||||||
Originally appeared in: Street Fighter
Rival battle: Vega
Final battle: Sagat
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Adon | |||||||||||||||||
Sagat's former disciple, he believes that his former master has disgraced the Muay Thai style with his defeat at the hands of Ryu. | ||||||||||||||||||
Originally appeared in: Street Fighter II
Rival battle: Gen
Final battle: Vega
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Chun-Li | |||||||||||||||||
A female detective who is pursuing a criminal organization that may have been involved in the disappearance of her father. | ||||||||||||||||||
Originally appeared in: Final Fight
Rival battle: Rose
Final battle: Vega
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Guy | |||||||||||||||||
One of the three heroes from Final Fight. Guy is warned by his master, Zeku, of an emerging threat to the world, so he seeks to stop this mysterious new evil.
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Originally appeared in: Street Fighter
Rival battle: Dan
Final battle: Ryu
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Ken | |||||||||||||||||
Ryu's former training partner. Ken seeks to challenge Ryu once again in order to test his strength and not be outdone by his rival. | ||||||||||||||||||
Originally appeared in: Street Fighter II
Rival battle: Zangief
Final battle: Vega
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Dhalsim | |||||||||||||||||
A returning character from Street Fighter II. An Indian yogi who gets involved in the recent events to raise money for his poor village. | ||||||||||||||||||
Originally appeared in: Street Fighter
Rival battle: Chun-Li
Final battle: Gouki
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Gen | |||||||||||||||||
A returning fighter from the original Street Fighter. A Chinese assassin suffering from leukemia who enters the fighting scene once again to find a worthy opponent that can finish him off.
Gen has two fighting stances with entirely different movesets that he can switch between at any time. The Mantis stance is a more defensive stance with faster but lighter attacks. He can chain light attacks into hard attacks in this stance. The Crane stance is a more offensive stance with slower but stronger attacks. His normals are complex but generally have superior reach and often can hit multiple times. | ||||||||||||||||||
Originally appeared in: Street Fighter Zero 2
Rival battle: Sagat
Final battle: Ryu
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Sakura | |||||||||||||||||
A Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated. Hoping for a match and an autograph with him, she cuts classes and goes on a journey around the world.
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Originally appeared in: Final Fight
Rival battle: Sodom
Final battle: Guy
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Rolento | |||||||||||||||||
One of the boss characters from Final Fight. An ex-Mad Gear member who wants to create his own utopic nation through underhanded methods. | ||||||||||||||||||
Originally appeared in: Street Fighter II
Rival battle: Birdie
Final battle: Ken
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Zangief | |||||||||||||||||
Another returning character from Street Fighter II. A Soviet wrestler who travels around the world to show the strength of "the Great Motherland." | ||||||||||||||||||
Originally appeared in: Street Fighter Zero
Rival battle: Rolento
Final battle: Vega
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Nash (Charlie) | |||||||||||||||||
A member of the US military who seeks to crack down on corruption within the army's top brass, suspecting that some of its members are on Shadaloo's payroll. | ||||||||||||||||||
Originally appeared in: Street Fighter
Rival battle: Dhalsim
Final battle: Vega
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Birdie | |||||||||||||||||
A participant from the original Street Fighter who was banned from competing and now works as a bouncer in England. He is interested in joining Shadaloo, so he sets out to prove his strength and gain membership.
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Originally appeared in: Street Fighter Zero
Rival battle: Gouki
Final battle: Vega
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Rose | |||||||||||||||||
A fortune teller who wields Soul Power. She has sensed Vega's evil presence and is on a mission to seal his dark power.
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Originally appeared in: Final Fight
Rival battle: Ken
Final battle: Guy
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Sodom | |||||||||||||||||
A surviving member of the Mad Gear Gang from the original Final Fight. He seeks to find strong fighters worthy of joining his revived Mad Gear gang. | ||||||||||||||||||
Originally appeared in: Street Fighter
Rival battle: Adon
Final battle: Ryu
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Sagat | |||||||||||||||||
After being scarred for life by Ryu at the end of the first Street Fighter tournament, Sagat seeks to reclaim his title as the Emperor of Muay Thai. | ||||||||||||||||||
Originally appeared in: Super Street Fighter II X
Rival battle: Ryu
Final battle: Gen
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Gouki (Akuma) | |||||||||||||||||
Gouki, much like Ryu, travels the world, searching for opponents worthy enough to match the might of the Satsui no Hadou. He expresses interest in Ryu's potential. | ||||||||||||||||||
Originally appeared in: Street Fighter II
Rival battle: Nash
Final battle: Ryu
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Vega (M. Bison) | |||||||||||||||||
The leader of the world criminal organization Shadaloo. His actions involve drug trafficking and arms dealing, among others. As a result, he and his organization have gained a great deal of notoriety. | ||||||||||||||||||
Originally appeared in: Street Fighter Zero
Rival battle: Guy
Final battle: Sagat
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Dan | |||||||||||||||||
Dan's father was killed by Sagat after gouging Sagat's eye out. Dan developed his own style called Saikyou-ryuu ("Strongest Style"), and sets out to avenge his father's death. |
Hidden
- Main article: Street Fighter Zero 2'/Hidden content.
The game retains the hidden characters from Street Fighter Zero 2 (Evil Ryu, Shin Gouki, and EX versions of Dhalsim and Zangief). It adds Cammy and EX versions of Ryu, Ken, Chun-Li, Sagat, and Vega.
The EX versions of characters use their Street Fighter II: Champion Edition movesets and lose abilities added in the Zero games, including the ability to block in the air, roll out of falls, or use taunts, Original Combos, Super Combos, or Zero Counters.
Stages
Each character has his or her own stage where matches are hosted.
There are two special stages in the Arcade Mode: Australia, used when Sagat fights Ryu, and Venezuela, used when Nash fights Vega. Australia is also used in the Gouki Mode.
Production credits
- Planner: Noritaka Funamizu (POO), Neo_G, Kanetaka
- Programmer: Cham Cho Choy, PON, Kiyoko Arikichi, Hard.Yas -Secret Player-, Hyper Shinchan, Super "Birdie" Sailor
- Scroll Design: Konomi, Kayoko Shibata, Daisuke Nakagawa, Y.Kyo, Kisabon, Ohnishi, Tama, M.Chiezou, Kazu,T, Takapon, Tonopu, Yamamoto.K, Megu Megu, Buchi, Hirokazu Yonezuka, Kanno, Inoyan, Shinnosuke, Hooly, Fukumoyan, Otsuki Teikoku
- Object Design: Eri_Eri, Ball Boy, Yu_Suke, Makoto Ishi, A Iwasaki, Arahijuf, Seigo"Ushi"Kawakami, K.Takechan, Alien Pole, Kurigeruge, Masaaki, Masayo Tsujimoto, Shinya Miyamoto, Rumi-Yamaguchi, Chimorin Shogun, H.I=Rassi, Takayuki Kosaka, Reiko Komatsu, Sagata
- Visual Planner: Mucchi (Haruo.M)
- Original Art Work: Holyhomerun
- Sound & Voice Design: Hiroaki "X68K" Kondo
- Music Compose & Arrange: Syun Nishigaki, Setsuo Yamamoto, Tatsuro-
- All Sound Produce: Arcade Sound Team
- Voice Actor: Katashi Ishizuka, Tetsuya Iwanaga, Yuko Sasamoto, Wataru Takagi, Tomomichi Nishimura, Osamu Hosoi, Shinichiro Miki, Yuko Miyamura, Toshiyuki Morikawa, Yoshiharu Yamada, Jin Yamanoi
- Producer: Noritaka Funamizu (POO)
- Special Thanks: Scott Pikulski, Rita Rokos, Alison Stroll, Denise Wallner, Darryl Williams, Takuya Shiraiwa, Ryoji Yamamoto, Uesita-Tegekick-Masakazu
- Planner: Neo_G -H. Ishizawa-, Shirahama
- Programmer: Akiyoshi "Fly Boy" Eshiro, Tada "Nya- Nya-" Hideki, Katsu "Btype" Nishida, Toshihiko "Ed" Honda, Yasuhiro Yanagi, Nishimura "Uktkk" Yoshiaki, Tsutomu Terada (Max), Misawa(Cookie)Tsuyoshi
- Scroll Design: Konomi, Kayoko Shibata, Y.Kyo, Megumi Maeno
- Object Design: M.Ishii, T.Takemoto, Fujihara, Iwasaki, Sagata
- Visual Planner: Mucchi (Haruo.M)
- Original Illustrations: Ikeno Medaka
- Sound & Voice Design: Hiroaki "X68K" Kondo
- Music Compose & Arrange: Syun Nishigaki, Setuo Yamamoto, Taturo-
- All Sound Produce: Arcade Sound Team
- Producer: Noritaka Funamizu (POO)
- Special Thanks: B.I.N, Toshihiko Tsuji, Shingo Aoi, Yasuhito Okada, Hero Hero, Miki Miki (Shaver) Okagawa, K.Sano "Happy!^3", Kato Kato Kato, Hiro, Takeda -Alpha-, Manasi, Jiwasaki, Toyozo, Takuya Shiraiwa, Koji Nakajima, Yoshihiro Sudo, And Capcom All Staff
- Thank You For Playing
- Presented by: Capcom
Magazine articles
- Main article: Street Fighter Zero 2'/Magazine articles.
Artwork
Satakore cover
Physical scans
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
Technical information
- Main article: Street Fighter Zero 2'/Technical information.
References
Street Fighter Zero 2' | |
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Main page | Comparisons | Hidden content | Magazine articles | Reception | Technical information |
Street Fighter games for Sega systems | |
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Street Fighter II': Champion Edition (unreleased) | Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994) | |
Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (Dash) (1996) | Super Puzzle Fighter II Turbo (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Zero 3 (1999) | |
Street Fighter II' (1997) | |
Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000) | Street Fighter Zero 3 for Matching Service (2001) | Super Puzzle Fighter II X for Matching Service (2001) | |
Street Fighter Zero 3 Upper (2001) | |
Sampler discs | |
Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997) | |
Street Fighter Zero 3 Tentou Taikenban (199x) | |
Unlicensed Street Fighter games for Sega systems | |
Jang Pung II (1993) | |
X-Men vs. Street Fighter (Mega Drive) (1998) |
Final Fight games for Sega systems | |
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Final Fight CD (1993) | |
Final Fight Revenge (1999) | |
Related games | |
Saturday Night Slam Masters (1994) | |
Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter Alpha 2 (Dash) (1996) | Street Fighter Collection (1997) | Street Fighter Zero 3 (1999) | |
Street Fighter Alpha 3 (1999) |